4 Commits

Author SHA1 Message Date
35c2887011 fix: remove class_name from InventoryManager to avoid autoload name conflict 2026-04-26 21:20:24 -07:00
5b2670f08c feat: register InventoryManager as AutoLoad singleton 2026-04-26 21:10:47 -07:00
8661fbad15 feat: integrate inventory with cursor system, scene input, and GameScript
- ActionState: add ITEM action (value 4) to enum and get_action_name()
- MainGame: right-click cycles through all 5 actions including ITEM;
  skips ITEM if nothing selected; clears selection when cycling away
- Scene: guard _unhandled_input() against active inventory overlay;
  handle ITEM action for world-wide item use; add give_item(),
  remove_item(), strip_items() helper methods
- SetPiece: handle ITEM action by calling scene's _use_item_on_setpiece()
- GameScript: add GiveItem and GiveItemDeferred script step classes
  for item acquisition during cutscenes
2026-04-26 21:10:39 -07:00
975b51a2b5 feat: implement InventoryBackpack FSM and InventoryOverlay
- InventoryBackpack: Control-based FSM with IDLE/OPEN/SELECTED/ACQUIRE/REMOVE
  states, Tween-based animations, guard condition checks, signal connections
  to InventoryManager for item_acquired/item_removed reactions
- InventoryOverlay: Full-screen overlay with fade-in/out, item grid via
  GridContainer, drag-and-drop item selection, combination via drag-to-slot,
  hover labels, right-click inspect
- InventorySlot: Individual slot with colored box placeholder, hover highlight,
  click/right-click/hover signals
2026-04-26 21:09:50 -07:00
24 changed files with 855 additions and 4702 deletions

3
.gitmodules vendored
View File

@@ -1,6 +1,3 @@
[submodule "kq4-sierra-decompile"]
path = kq4-sierra-decompile
url = ssh://raspberrypi/~/git/sierra-decompile
[submodule "godot-mcp"]
path = godot-mcp
url = https://github.com/tugcantopaloglu/godot-mcp

View File

@@ -5,100 +5,21 @@
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@@ -110,20 +31,14 @@
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"bin": {
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"node-gyp-build-optional-packages-optional": "optional.js",
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@@ -276,22 +68,6 @@
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"funding": [
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{
"type": "opencollective",
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],
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},
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"resolved": "https://registry.npmjs.org/shebang-command/-/shebang-command-2.0.0.tgz",
@@ -313,28 +89,6 @@
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"license": "MIT",
"engines": {
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"funding": [
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"https://github.com/sponsors/ctavan"
],
"license": "MIT",
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}
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"resolved": "https://registry.npmjs.org/which/-/which-2.0.2.tgz",
@@ -350,21 +104,6 @@
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"license": "ISC",
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"yaml": "bin.mjs"
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"funding": {
"url": "https://github.com/sponsors/eemeli"
}
},
"node_modules/zod": {
"version": "4.1.8",
"license": "MIT",

View File

@@ -1,6 +1,6 @@
extends Node
enum Action { WALK = 0, LOOK = 1, TOUCH = 2, TALK = 3 }
enum Action { WALK = 0, LOOK = 1, TOUCH = 2, TALK = 3, ITEM = 4 }
var current_action: int = Action.WALK:
set(value):
@@ -22,6 +22,7 @@ func get_action_name() -> String:
Action.LOOK: return "look"
Action.TOUCH: return "touch"
Action.TALK: return "talk"
Action.ITEM: return "item"
return "walk"
func get_action_enum() -> int:

View File

@@ -476,5 +476,54 @@ func switch_camera(path):
func reset_camera():
var thing = ResetCamera.new()
return thing
class GiveItem:
extends ScriptNode
var item_id: String = ""
var text: String = ""
var subject: Node2D = null
var done = false
var started = false
func step_type():
return "GiveItem " + item_id
func init(scene):
super(scene)
func do(delta):
if not started:
started = true
if text:
await scene.find_child("dialogue").say(text)
InventoryManager.acquire_item(item_id)
done = true
func is_done():
return done
func interrupt():
done = true
class GiveItemDeferred:
extends GiveItem
var subject_name: String = ""
func init(scene):
super(scene)
subject = scene.get_node(subject_name)
func give_item(item_id: String, text: String = ""):
var step = GiveItem.new()
step.item_id = item_id
step.text = text
return step
func give_item_deferred(item_id: String, subject_name: String, text: String = ""):
var step = GiveItemDeferred.new()
step.item_id = item_id
step.subject_name = subject_name
step.text = text
return step
var current_script : ScriptGraph = null

View File

@@ -78,5 +78,15 @@ func _input(event):
if event.is_action_released("quit"):
get_tree().quit()
if event.is_action_released("right_click") and not is_cursor_locked:
ActionState.current_action = (ActionState.current_action + 1) % 4
Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))
var prev_action = ActionState.current_action
ActionState.current_action = (ActionState.current_action + 1) % 5
if ActionState.current_action == ActionState.Action.ITEM:
if InventoryManager.selected_item:
Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))
else:
ActionState.current_action = (ActionState.current_action + 1) % 5
Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))
else:
if prev_action == ActionState.Action.ITEM:
InventoryManager.clear_selection()
Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))

View File

@@ -128,7 +128,12 @@ func _unhandled_input(event):
if ScriptBuilder.current_script and not ScriptBuilder.current_script.can_interrupt:
if ScriptBuilder.current_script.handle_input(event):
return
# Block input when inventory overlay is active
var overlay = get_node_or_null("/root/Node2D/InventoryOverlay")
if overlay and overlay is InventoryOverlay and overlay.is_active():
return
var root = get_node("/root/Node2D")
# If look cursor is active and we got here, no SetPiece handled the input
# so this is a room-wide look
@@ -138,7 +143,46 @@ func _unhandled_input(event):
if ActionState.current_action == ActionState.Action.WALK:
var path = NavigationServer2D.map_get_path(map, ego.position, pathfind.to_local(get_global_mouse_position()), true)
start_main_script(ScriptBuilder.init(ScriptBuilder.walk_path(ego, path)).can_interrupt().build(self, "_on_script_complete"))
if ActionState.current_action == ActionState.Action.ITEM:
_on_item_use_in_world()
func _on_room_looked() -> void:
# Default room look description - override in room scripts
pass
func _on_item_use_in_world() -> void:
if not InventoryManager.selected_item:
return
var item_id = InventoryManager.selected_item
var top_piece = ActionState.get_top_hovered_setpiece()
if top_piece:
_use_item_on_setpiece(item_id, top_piece)
else:
_on_item_used_empty_space(item_id)
func _use_item_on_setpiece(item_id: String, piece: SetPiece) -> void:
if piece.has_method("_on_item_used"):
piece._on_item_used(item_id)
else:
var def = InventoryManager.get_item_definition(item_id)
var item_name = item_id
if def:
item_name = def.name
var piece_name = piece.label if piece.label else piece.name
start_main_script(ScriptBuilder.init(ScriptBuilder.say(ego, "I can't use the %s on the %s." % [item_name, piece_name])).build(self, "_on_script_complete"))
func _on_item_used_empty_space(item_id: String) -> void:
var def = InventoryManager.get_item_definition(item_id)
var item_name = item_id
if def:
item_name = def.name
start_main_script(ScriptBuilder.init(ScriptBuilder.say(ego, "There's nothing to use the %s on here." % [item_name])).build(self, "_on_script_complete"))
func give_item(item_id: String) -> void:
InventoryManager.acquire_item(item_id)
func remove_item(item_id: String, quiet: bool = false) -> void:
InventoryManager.remove_item(item_id, quiet)
func strip_items(event_items: Array[String], exempt_items: Array[String] = []) -> void:
InventoryManager.bulk_strip_items(event_items, exempt_items)

View File

@@ -75,3 +75,9 @@ func _input(event):
ActionState.Action.TALK:
if talked.get_connections().size() > 0:
emit_signal("talked")
ActionState.Action.ITEM:
if InventoryManager.selected_item:
var item_id = InventoryManager.selected_item
var scene = get_node_or_null("/root/Node2D/SceneViewport/background")
if scene and scene is Scene:
scene._use_item_on_setpiece(item_id, self)

Submodule godot-mcp deleted from b77dfc7c62

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extends Node
# Signals
signal item_acquired(item_id: String)
signal item_removed(item_id: String)
signal inventory_changed
signal combination_attempted(item_a_id: String, item_b_id: String)
# State
var inventory: Array[String] = []
var obtained_items: Dictionary = {}
var stripped_items: Array[String] = []
var selected_item: String = ""
# Item definitions registry
var _item_definitions: Dictionary = {}
# -- Queries --
func has_item(item_id: String) -> bool:
return inventory.has(item_id)
func has_obtained(item_id: String) -> bool:
return obtained_items.has(item_id)
func has_any_of(item_ids: Array[String]) -> bool:
if item_ids.is_empty():
return false
for item_id in item_ids:
if has_item(item_id):
return true
return false
func has_obtained_any_of(item_ids: Array[String]) -> bool:
if item_ids.is_empty():
return false
for item_id in item_ids:
if has_obtained(item_id):
return true
return false
func has_obtained_all_of(item_ids: Array[String]) -> bool:
if item_ids.is_empty():
return true
for item_id in item_ids:
if not has_obtained(item_id):
return false
return true
# -- Mutations --
func acquire_item(item_id: String) -> void:
inventory.append(item_id)
obtained_items[item_id] = true
item_acquired.emit(item_id)
inventory_changed.emit()
func remove_item(item_id: String, quiet: bool = false) -> void:
var idx = inventory.find(item_id)
if idx == -1:
return
inventory.remove_at(idx)
if not quiet:
item_removed.emit(item_id)
inventory_changed.emit()
func bulk_strip_items(event_items: Array[String], exempt_items: Array[String] = []) -> void:
var remaining: Array[String] = []
for item_id in inventory:
if event_items.has(item_id) and not exempt_items.has(item_id):
stripped_items.append(item_id)
else:
remaining.append(item_id)
inventory = remaining
inventory_changed.emit()
# -- Items --
func register_item(item_def: ItemDefinition) -> void:
_item_definitions[item_def.id] = item_def
func get_item_definition(item_id: String) -> ItemDefinition:
return _item_definitions.get(item_id, null)
# -- Combinations --
func attempt_combine(item_a_id: String, item_b_id: String) -> void:
combination_attempted.emit(item_a_id, item_b_id)
# -- Selection --
func select_item(item_id: String) -> void:
selected_item = item_id
func clear_selection() -> void:
selected_item = ""

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extends Control
class_name InventoryBackpack
signal overlay_show_requested
signal overlay_hide_requested
signal item_selected(item_id: String)
signal returning_to_idle
signal skip_action_requested
enum State { IDLE, OPEN, SELECTED, ACQUIRE, REMOVE }
var _state: State = State.IDLE
var _animating: bool = false
var _active_tween: Tween = null
var _floating_item_color: Color = Color(1, 1, 1, 0)
@onready var backpack_icon: ColorRect = $BackpackIcon
@onready var floating_item: ColorRect = $FloatingItem
@onready var animation_player: AnimationPlayer = $AnimationPlayer
func _ready() -> void:
floating_item.modulate = Color(1, 1, 1, 0)
floating_item.visible = false
InventoryManager.item_acquired.connect(_on_item_acquired)
InventoryManager.item_removed.connect(_on_item_removed)
InventoryManager.inventory_changed.connect(_on_inventory_changed)
_update_floating_item()
func get_state() -> State:
return _state
func is_busy() -> bool:
return _animating
func _update_floating_item() -> void:
if InventoryManager.selected_item:
var def = InventoryManager.get_item_definition(InventoryManager.selected_item)
if def:
floating_item.visible = true
floating_item.modulate = Color(1, 0.6, 0.2, 1)
else:
floating_item.visible = true
floating_item.modulate = Color(0.8, 0.8, 0.8, 1)
else:
floating_item.visible = false
func transition_to(new_state: State) -> void:
if _animating and new_state != _state:
_kill_tween()
match new_state:
State.IDLE:
_transition_to_idle()
State.OPEN:
_transition_to_open()
State.SELECTED:
_transition_to_selected()
State.ACQUIRE:
_transition_to_acquire()
State.REMOVE:
_transition_to_remove()
func _transition_to_idle() -> void:
if _state == State.IDLE:
return
_set_state(State.IDLE)
overlay_hide_requested.emit()
backpack_icon.modulate = Color(1, 1, 1, 1)
floating_item.visible = false
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
tween.tween_property(backpack_icon, "rotation", 0.0, 0.35).set_trans(Tween.TRANS_LINEAR)
tween.tween_property(backpack_icon, "position", backpack_icon.position, 0.35).set_trans(Tween.TRANS_SINE_IN)
tween.tween_callback(_on_transition_complete).bind(State.IDLE)
func _transition_to_open() -> void:
var can_open = _check_guards()
if not can_open:
if _state == State.IDLE:
skip_action_requested.emit()
return
_set_state(State.OPEN)
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
tween.tween_property(backpack_icon, "rotation", PI / 4, 0.35).set_trans(Tween.TRANS_LINEAR)
tween.tween_property(backpack_icon, "position", Vector2(backpack_icon.position.x + 20, backpack_icon.position.y + 20), 0.35).set_trans(Tween.TRANS_SINE_IN)
tween.tween_callback(_on_transition_complete).bind(State.OPEN)
tween.tween_callback(overlay_show_requested.emit)
func _transition_to_selected() -> void:
if _state == State.SELECTED:
return
_set_state(State.SELECTED)
_update_floating_item()
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
floating_item.visible = true
floating_item.modulate = Color(1, 1, 1, 0)
tween.tween_property(floating_item, "modulate", Color(1, 1, 1, 1), 0.5).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_on_transition_complete).bind(State.SELECTED)
func _transition_to_acquire() -> void:
if _state == State.ACQUIRE or _state == State.REMOVE:
_kill_tween()
_set_state(State.ACQUIRE)
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
backpack_icon.modulate = Color(1, 1, 1, 1)
tween.tween_property(backpack_icon, "rotation", PI / 4, 0.35).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_start_acquire_item_anim)
func _start_acquire_item_anim() -> void:
var tween = create_tween().bind_node(self)
_active_tween = tween
floating_item.visible = true
floating_item.modulate = Color(1, 1, 1, 0)
floating_item.position = Vector2(backpack_icon.position.x - 20, backpack_icon.position.y - 40)
tween.tween_property(floating_item, "modulate", Color(1, 1, 1, 1), 0.5).set_trans(Tween.TRANS_LINEAR)
tween.tween_property(floating_item, "position", backpack_icon.position, 0.5).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_on_acquire_complete)
func _on_acquire_complete() -> void:
floating_item.visible = false
transition_to(State.IDLE)
func _transition_to_remove() -> void:
if _state == State.ACQUIRE or _state == State.REMOVE:
_kill_tween()
_set_state(State.REMOVE)
var tween = create_tween().bind_node(self)
_active_tween = tween
_animating = true
backpack_icon.modulate = Color(1, 1, 1, 1)
tween.tween_property(backpack_icon, "rotation", PI / 4, 0.35).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_start_remove_item_anim)
func _start_remove_item_anim() -> void:
var tween = create_tween().bind_node(self)
_active_tween = tween
floating_item.visible = true
floating_item.modulate = Color(1, 1, 1, 1)
floating_item.position = backpack_icon.position
tween.tween_property(floating_item, "position", Vector2(backpack_icon.position.x - 20, backpack_icon.position.y - 80), 0.5).set_trans(Tween.TRANS_LINEAR)
tween.parallel().tween_property(floating_item, "modulate", Color(1, 1, 1, 0), 0.5).set_trans(Tween.TRANS_LINEAR)
tween.tween_callback(_on_remove_complete)
func _on_remove_complete() -> void:
floating_item.visible = false
var was_selected = InventoryManager.selected_item != ""
transition_to(State.IDLE)
if was_selected:
InventoryManager.clear_selection()
func _set_state(new_state: State) -> void:
_state = new_state
func _check_guards() -> bool:
var main_game = get_node_or_null("/root/Node2D")
if not main_game:
return true
if main_game.is_script_running:
return false
var fade = get_node_or_null("/root/Node2D/SceneDisplay/Fade")
if fade and fade.modulate.a > 0.5:
return false
return true
func _kill_tween() -> void:
if _active_tween:
_active_tween.kill()
_active_tween = null
_animating = false
func _on_transition_complete(completed_state: State) -> void:
_animating = false
_active_tween = null
if completed_state == State.OPEN:
pass
elif completed_state == State.IDLE:
returning_to_idle.emit()
func _on_item_acquired(item_id: String) -> void:
if _state == State.IDLE:
transition_to(State.ACQUIRE)
func _on_item_removed(item_id: String) -> void:
if _state == State.IDLE:
if InventoryManager.selected_item == item_id:
InventoryManager.clear_selection()
_update_floating_item()
transition_to(State.REMOVE)
else:
transition_to(State.REMOVE)
elif _state == State.SELECTED and InventoryManager.selected_item == item_id:
InventoryManager.clear_selection()
_update_floating_item()
transition_to(State.REMOVE)
func _on_inventory_changed() -> void:
_update_floating_item()
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == 1:
if _state == State.IDLE:
transition_to(State.OPEN)
elif _state == State.OPEN:
transition_to(State.IDLE)
func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE:
_kill_tween()

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uid://2x3g0ethsdcgo

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[gd_scene format=3 uid="uid://1406xmcnkygw0"]
[ext_resource type="Script" uid="uid://2x3g0ethsdcgo" path="res://inventory/inventory_backpack/InventoryBackpack.gd" id="1"]
[node name="InventoryBackpack" type="Control" unique_id=1000000001]
layout_mode = 3
anchors_preset = 2
anchor_right = 1.0
offset_top = 10.0
offset_right = -10.0
offset_bottom = 70.0
script = ExtResource("1")
[node name="BackpackIcon" type="ColorRect" parent="." unique_id=1000000002]
layout_mode = 0
offset_left = 0.0
offset_top = 0.0
offset_right = 60.0
offset_bottom = 60.0
color = Color(0.4, 0.6, 0.9, 1)
[node name="FloatingItem" type="ColorRect" parent="." unique_id=1000000003]
layout_mode = 0
offset_left = 20.0
offset_top = -30.0
offset_right = 50.0
offset_bottom = 0.0
color = Color(1, 0.6, 0.2, 1)
visible = false
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1000000004]

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uid://1406xmcnkygw0

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extends Control
class_name InventoryOverlay
signal close_requested
signal item_confirmed(item_id: String)
signal combine_requested(item_a_id: String, item_b_id: String)
signal inspect_requested(item_id: String)
var input_active: bool = false
var _is_visible: bool = false
var _selected_slot: InventorySlot = null
var _drag_start_time: float = 0.0
var _is_dragging: bool = false
var _dragged_item: Control = null
var _hovered_slot: InventorySlot = null
var _fade_tween: Tween = null
const FADE_DURATION: float = 0.2
const LONG_PRESS_THRESHOLD: float = 0.5
const SLOTS_PER_ROW: int = 8
const SLOT_SIZE: Vector2i = Vector2i(64, 64)
@onready var background: ColorRect = $Background
@onready var panel: Control = $InventoryPanel
@onready var frame: ColorRect = $InventoryPanel/Frame
@onready var grid: GridContainer = $InventoryPanel/ItemGrid
@onready var hover_label: Label = $InventoryPanel/HoverLabel
func _ready() -> void:
hide()
background.mouse_filter = Control.MOUSE_FILTER_STOP
InventoryManager.inventory_changed.connect(_refresh_grid)
InventoryManager.combination_attempted.connect(_on_combination_attempted)
func show_overlay() -> void:
if _fade_tween:
_fade_tween.kill()
_fade_tween = null
_is_visible = true
show()
modulate = Color(1, 1, 1, 0)
input_active = false
var tween = create_tween().bind_node(self)
_fade_tween = tween
tween.tween_property(self, "modulate", Color(1, 1, 1, 1), FADE_DURATION)
tween.tween_callback(_on_fade_in_complete)
func hide_overlay() -> void:
if _fade_tween:
_fade_tween.kill()
_fade_tween = null
input_active = false
_clear_selection()
var tween = create_tween().bind_node(self)
_fade_tween = tween
tween.tween_property(self, "modulate", Color(1, 1, 1, 0), FADE_DURATION)
tween.tween_callback(_on_fade_out_complete)
func _on_fade_in_complete() -> void:
input_active = true
func _on_fade_out_complete() -> void:
_is_visible = false
hide()
input_active = false
func is_active() -> bool:
return _is_visible and input_active
func _refresh_grid() -> void:
for child in grid.get_children():
child.queue_free()
for item_id in InventoryManager.inventory:
var def = InventoryManager.get_item_definition(item_id)
if not def:
def = ItemDefinition.new()
def.id = item_id
def.name = item_id
var slot_scene = load("res://inventory/inventory_overlay/InventorySlot.tscn")
var slot: InventorySlot = slot_scene.instantiate()
slot.set_item(def)
slot.clicked.connect(_on_slot_clicked)
slot.right_clicked.connect(_on_slot_right_clicked)
slot.hovered.connect(_on_slot_hovered)
slot.unhovered.connect(_on_slot_unhovered)
grid.add_child(slot)
grid.columns = SLOTS_PER_ROW
func _on_slot_clicked(item_id: String) -> void:
if not input_active:
return
for child in grid.get_children():
if child is InventorySlot and child.item_id == item_id:
if _selected_slot == null:
_selected_slot = child
_drag_start_time = Time.get_ticks_msec() / 1000.0
_is_dragging = true
_create_drag_preview(child)
elif _selected_slot.item_id == item_id:
_handle_release_same_item()
else:
combine_requested.emit(_selected_slot.item_id, item_id)
_clear_selection()
break
func _on_slot_right_clicked(item_id: String) -> void:
if not input_active:
return
inspect_requested.emit(item_id)
hide_overlay()
func _on_slot_hovered(item_id: String) -> void:
if not input_active:
return
_hovered_slot = null
for child in grid.get_children():
if child is InventorySlot and child.item_id == item_id:
_hovered_slot = child
break
_update_hover_label()
func _on_slot_unhovered(item_id: String) -> void:
if _hovered_slot and _hovered_slot.item_id == item_id:
_hovered_slot = null
_update_hover_label()
func _create_drag_preview(slot: InventorySlot) -> void:
var preview = ColorRect.new()
preview.color = Color(1, 0.6, 0.2, 0.7)
preview.size = Vector2(48, 48)
preview.position = slot.global_position - global_position
panel.add_child(preview)
_dragged_item = preview
func _handle_release_same_item() -> void:
var elapsed = Time.get_ticks_msec() / 1000.0 - _drag_start_time
if elapsed <= LONG_PRESS_THRESHOLD:
item_confirmed.emit(_selected_slot.item_id)
hide_overlay()
else:
_clear_selection()
func _clear_selection() -> void:
_selected_slot = null
_is_dragging = false
if _dragged_item:
_dragged_item.queue_free()
_dragged_item = null
_update_hover_label()
func _update_hover_label() -> void:
if _selected_slot and _hovered_slot and _selected_slot.item_id != _hovered_slot.item_id:
var def_a = InventoryManager.get_item_definition(_selected_slot.item_id)
var def_b = InventoryManager.get_item_definition(_hovered_slot.item_id)
var name_a = _selected_slot.item_id
var name_b = _hovered_slot.item_id
if def_a:
name_a = def_a.name
if def_b:
name_b = def_b.name
hover_label.text = "Use %s with %s" % [name_a, name_b]
elif _hovered_slot:
var def = InventoryManager.get_item_definition(_hovered_slot.item_id)
if def:
hover_label.text = def.name
else:
hover_label.text = _hovered_slot.item_id
else:
hover_label.text = ""
func _gui_input(event: InputEvent) -> void:
if not _is_visible:
return
if event is InputEventMouseButton:
if event.button_index == 1 and event.pressed:
if not _is_dragging:
pass
elif event.button_index == 1 and not event.pressed:
if _is_dragging:
if _hovered_slot == null:
_clear_selection()
hide_overlay()
close_requested.emit()
elif _hovered_slot == _selected_slot:
_handle_release_same_item()
else:
combine_requested.emit(_selected_slot.item_id, _hovered_slot.item_id)
_clear_selection()
return
if event is InputEventMouseMotion and _is_dragging and _dragged_item:
_dragged_item.position = get_local_mouse_position() - Vector2(24, 24)
var panel_rect = panel.get_global_rect()
if not panel_rect.has_point(get_global_mouse_position()):
_clear_selection()
hide_overlay()
close_requested.emit()
func _on_combination_attempted(item_a_id: String, item_b_id: String) -> void:
pass
func _notification(what: int) -> void:
if what == NOTIFICATION_PREDELETE:
if _fade_tween:
_fade_tween.kill()
_fade_tween = null

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uid://3mkdj9s1oe1jz

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[gd_scene format=3 uid="uid://1p46uzngsih9o"]
[ext_resource type="Script" uid="uid://3mkdj9s1oe1jz" path="res://inventory/inventory_overlay/InventoryOverlay.gd" id="1"]
[sub_resource type="LabelSettings" id="LabelSettings_inv"]
font_size = 20
outline_size = 3
outline_color = Color(0, 0, 0, 1)
[node name="InventoryOverlay" type="Control" unique_id=3000000001]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource("1")
[node name="Background" type="ColorRect" parent="." unique_id=3000000002]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0, 0, 0, 0.7)
[node name="InventoryPanel" type="Control" parent="." unique_id=3000000003]
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -350.0
offset_top = -150.0
offset_right = 350.0
offset_bottom = 150.0
grow_horizontal = 2
grow_vertical = 2
[node name="Frame" type="ColorRect" parent="InventoryPanel" unique_id=3000000004]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(0.15, 0.15, 0.2, 1)
[node name="ItemGrid" type="GridContainer" parent="InventoryPanel" unique_id=3000000005]
layout_mode = 1
anchors_preset = 0
offset_left = 10.0
offset_top = 10.0
offset_right = -10.0
offset_bottom = -50.0
[node name="HoverLabel" type="Label" parent="InventoryPanel" unique_id=3000000006]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_bottom = -10.0
grow_horizontal = 2
horizontal_alignment = 1
label_settings = SubResource("LabelSettings_inv")

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uid://1p46uzngsih9o

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extends Control
class_name InventorySlot
signal clicked(item_id: String)
signal right_clicked(item_id: String)
signal hovered(item_id: String)
signal unhovered(item_id: String)
var item_id: String = ""
var is_hovered: bool = false
@onready var item_box: ColorRect = $ItemBox
@onready var hover_highlight: ColorRect = $HoverHighlight
func _ready() -> void:
hover_highlight.visible = false
func set_item(item_def: ItemDefinition) -> void:
item_id = item_def.id
item_box.color = Color(1, 0.6, 0.2, 1)
func set_item_color(color: Color) -> void:
item_box.color = color
func set_hover(hovered: bool) -> void:
is_hovered = hovered
hover_highlight.visible = hovered
if hovered:
item_box.color = item_box.color.lightened(0.2)
else:
var def = InventoryManager.get_item_definition(item_id)
if def:
item_box.color = Color(1, 0.6, 0.2, 1)
else:
item_box.color = Color(0.8, 0.8, 0.8, 1)
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == 1 and event.pressed:
clicked.emit(item_id)
elif event.button_index == 2:
right_clicked.emit(item_id)
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
var rect = get_global_rect()
var mouse_pos = get_global_mouse_position()
var was_hovered = is_hovered
is_hovered = rect.has_point(mouse_pos)
if is_hovered != was_hovered:
set_hover(is_hovered)
if is_hovered:
hovered.emit(item_id)
else:
unhovered.emit(item_id)

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uid://oegm753jbl9m

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[gd_scene format=3 uid="uid://1esl88fgtd2p6"]
[ext_resource type="Script" uid="uid://oegm753jbl9m" path="res://inventory/inventory_overlay/InventorySlot.gd" id="1"]
[node name="InventorySlot" type="Control" unique_id=2000000001]
custom_minimum_size = Vector2i(64, 64)
script = ExtResource("1")
[node name="ItemBox" type="ColorRect" parent="." unique_id=2000000002]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.062
anchor_top = 0.062
anchor_right = 0.938
anchor_bottom = 0.938
color = Color(1, 0.6, 0.2, 1)
[node name="HoverHighlight" type="ColorRect" parent="." unique_id=2000000003]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
color = Color(1, 1, 1, 0.3)
visible = false

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uid://1esl88fgtd2p6

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@@ -23,7 +23,7 @@ config/icon="res://icon.png"
ActionState="*res://ActionState.gd"
CameraTransition="*res://camera_transition.tscn"
McpInteractionServer="*uid://dovjioj1jyqpp"
InventoryManager="*res://inventory/InventoryManager.gd"
[display]

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uid://dovjioj1jyqpp